They could mend any open cuts that have been inflicted on their teammates. Since Sylphs also heal with Blood, being bonds and connection, by focusing on their friends and family and whatever deep bonds they have could allow the Sylph to amplify their healing ability. A red mist would form around their teammates, healing any injuries they have endured during battle. The Sylph of Blood could use this power a bit before ascending, but god tiering would kick up the power by a long shot. The Mediator - The Sylph of Blood can restore connections and loyalty, which would make them perfect at diffusing arguments. Whether or not they just talk to the people arguing or just touch both of them at the same time, they could restore the bond those two had, or even strengthen bonds between people, making for a very loyal team. They are the gravitational pull of their friend group, the grounding force. They could diffuse even the worst of arguments, making them a great auspistice. They take commitments very seriously, to point where they would beat themselves up over breaking any type of promise. They rub off on their friends as well, allowing their friends to make serious commitments easier than it would be without the Sylph.


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This Classpect is essentially an aspectual inverse of the Sylph of Breath, which I went over thoroughly here. Sylphs are an entirely beneficial class. They are helpful to their session and are extremely rarely problematic. Indignant glares at Aranea aside, Sylphs are great. They heal their aspect passively, and allow healing to occur through it. The Sylph uses their aspect to better themselves and those around them. They could restore the minds and bodies of their allies using their aspect as a healing medium. Kanaya, as a Sylph of Space, allowed their session to survive longer than it should have, given the circumstances. Aranea was able to develop her god-tiered skills for a very, very long time.
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Find me elsewhere! The Sylph is the Passive Creation Class, they would be able to heal their Aspect as well as heal with their Aspect, filling every space where they find it to be lacking with their Aspect. Often times their Aspect is very weak in the Session so the Sylph will have to heal the Session using their Powers. The Sylph of Blood would therefore be able to heal Blood and heal with Blood. Let my people go crazy Hey! Sylph of Blood Powers: space-of-rogue : The Sylph is the Passive Creation Class, they would be able to heal their Aspect as well as heal with their Aspect, filling every space where they find it to be lacking with their Aspect. At an early level, the Sylph of Blood can make others feel compassionate towards each other again, the more they progress, the stronger this power would become. Invigorating Blood: The Sylph of Blood would, upon ascending, have blood that is heavily enriched with regenerative properties, which can keep themselves constantly healed and in optimal health as long as the blood keeps flowing within. If given at large amounts, it can potentially permanently infuse the recipient with the power of regeneration.
Blood-bound are absolutely leaders, but they inhabit more of an inspirational role than a commanding one. They are prophets, rather than generals, giving others the strength and motivation to keep fighting. The Blood-bound can dispense excellent advice even when their own lives and interpersonal relationships are disasters. A Blood-bound can often be found on a sinking ship, forcing an endeavor forward with sheer stubborn force of will. No matter how bad things go, a Blood-bound can always count on friends and allies. At their best, they are charismatic, uplifting, and magnetic. At their worst they can be sullen, unkind, and set-in-their-ways. Dahni Expansion: This means that Blood is very Down to the Earth, entirely focused on their Groups interests and forgetting Themselves in the process.